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Kobato Games

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A member registered Jan 31, 2022 · View creator page →

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Cool! This takes the hero who takes everything that isn't tied down to a whole nother level :D

No particular suggestions for this. Just a fun game :)

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HI. I really like this concept of having to think like an 80s programmer and had to check it out as soon as I saw the description. Like Goed and others said, it was a little hard to pick up and when the first puzzle loaded, I honestly had no idea what I was supposed to be creating (and never really figured it out, though I would like to). Having a tutorial with shorter puzzles that introduce a few commands at a time could really help.

I also found the game to be oddly CPU and GPU heavy, even when I was just looking at the instruction screen, my GPU was 97%. Maybe some other Unity users have an idea, because I'm stumped on why a mostly text based instruction screen would do that.

This is a really neat idea and you did a good job on the visuals, but it needs a tutorial and/at least an explanation of what to do in the description under the game. It took me several tries to find something I actually was allowed to create (a stump),  which seemed random until I noticed a wood stat increasing in the upper right corner. 

This next point is probably a "me" issue since other commenters seem to have been able to get through the game, but I never could buy more then one item. I'd click on either a rock or a stump, add it too the map, go back to Builds, click on the one I did not buy yet, click the map, but the resource would still be "set" to the first one, leaving me with either two rocks or two stumps and not enough resources to do anything else.  Is there something I am missing?

Thanks. I've actually made a lot of games with non-RPG Maker software, though I have been using RPGM a bit more since I got it recently, but not always. Last jam, I had almost uploaded two games. The silly one I made in RPG maker and a more abstract psychological platformer I was making in Gdevelop, though I was having some trouble with the platformer, so I put my energy into the RPG Maker one. Maybe next Improve My Game Jam I'll finish and share it.

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Hi. Silly question. How do I pick up objects? Do I press the E key in front of them? On top of them? I can't seem to get it to work.

Cute little slime and fun game. Even with only a few levels, they were well done and allowed the player a lot of freedom to think and complete the level as they wished.

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Darn, I don't have a mouse. Maybe if you update it, you can add some alternate keyboard options, or maybe even have a working mouse image at the side of the screen so that even people on mobile devices might be able to play. (I usually use my laptop, but have found a surprising number of games can load on mobile even if they are not listed as mobile.)

Nice prototype even with only the ability to collect scraps and kill slimes.  Just out of curiosity, what were you planning to have players craft out of slime and scraps (if they were intended to be used together)? Would they be magical items?

This was a great game. Art and animations are very well done and the sound track was really relaxing to hunt for fish by. My one major suggestion would be to add a better explanation as to how to smushify. I found out by accident by making one last random check of the window that you smushify by checking the window to see if one of your fish is in the slots. (Possibly edit the instructions to say something like "Check your Smushify window every time you catch a new kind of fish to see if you have the right combo for a rod upgrade.")

Remember to eat your fish kids, it's good for your stats :)

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Hi. I have no idea how to Smushify fish. Can someone explain? Thanks.

Update! Apparently you just need to have the right fight in your inventory (I think it needs to be the rarer ones) and then you can smush them into a better rod with more distance.

Cool concept. Limiting clicks was a clever idea to add to a puzzle platformer. The one issue I had was that clicks don't work while moving. I kept falling down the holes because I kept accidently clicking the move button a second too soon.

That was fun. I liked the lady who came in and straight up said "Hey, want bribe" and that giving a car to a 3-year-old described as mischievous and cunning in her description mysteriously increases your popularity (did she have a hand in it?) :D

My only suggestion would be have the game pause while your reading profiles.

This was really fun and all the potions and ingredients were really well thought out. It reminds me (slightly) of the old Doodle God flash games and I found it really funny to see a witch in a medieval stone house doom scrolling in bed :)

My one suggestion would be to add an "empty cauldron button for if you want to cancel a reaction midway because it was not doing what you intended. For example, I tried to increase my caldron's output near the end of the game, but despite that recipe being one above wood fairy (and me adding a few extra of each ingredient to be safe), it just made a whole bunch of wood and grass fairies. Otherwise, the caldron worked fine for me.

Just finished, thanks. You did a good job with the game's atmosphere. I'm wagering there is only the one ending?

I had the same issue in and out of full screen. I'm wondering if it is a screen size issue since my screen is about 1300x768 pixels.

Okay. Thanks!

I can't use items. Even if I drag the key very slowly, my cursor still gets so far ahead that it is up against the side of the screen while the key is too far away to even touch the slot.

I got the same issue. Pressing Q won't pick up the key :(

Loud speaker: Alert! The neighborhood 5-year-old building a tower again. Evacuate immediately!

This was a fun idea. I had a little trouble putting things on the tower since there was not always room at the top of the screen, but otherwise a solid entry.

Thanks. I wanted to do a lot more, like actually allow the player to discuss clues with the suspects, but I had to cut that for time. The reporter on the street corner was also supposed to be a suspect, but her inclusion would have required a lot more complexity and cutscenes.

Thanks. I'm glad you enjoyed it. I regretted not having time to add a "Clues Found" stat. Maybe stats for number of clues and info would be a good addition.

That's okay. It's hard to plan for everything in a jam. My monitor's 768 pixels tall, so definitely way too short. If there is a way to add a full screen button, that may help people with smaller monitors make the game fit their screens.

I tried to play this game, but it appears to be to tall for my screen (768px). This is the top left corner of the game.


Forgotten Fun. I remember playing this on Kongregate years back. That ending really was a twist and much as spot the difference/find the false info games is not uncommon, the way this was set up was really unique.

This sounds really neat. When might you finally share a demo?

I guess this series is either on hiatus or not getting uploaded here anymore.

Thanks for confirming. If anyone else is stuck, I found a way to do it without the plugin by checking map locations.

Just decided to try it, but it looks like it only works for MZ (not MV).

This was a neat discussion on the untold parts of the story. Get what you mean about having plans to give a game a major update/expansion and never getting around to it. I've learned to plan on making small improvements and getting those uploaded ASAP because if I wait to make major expansions to my game, I may never improve the game I did upload.

Glad to learn there is an explanation for the bigger dresses in the maid's closet. The mysterious dresses was the one point I felt had not gotten cleared up and it also explains the bedroom deficiency. (If step mom had Alle's room, step sisters the locked room and Alle off the kitchen, three is plenty.)

It also felt like a tiny bit of a leap to go from learning green paint was deadly to wondering if Alle had used it to kill her family. If Dona had been meant to visit and tell Rutile he was suspicious, that explains why the green paint was enough to decide to investigate.

That's neat. Guess that's why your game had a slightly similar vibe. Looks like it's your first one, which surprised me because it was so well made. Looking forward to seeing future games from you :)

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This was a really well done mystery story. Five stars :)

(Noticed the Silver thread references. Have you worked with the creator before or are you just a fan of the games?)

The event I had the hardest time finding was the envelopes at the bottom of the bed. Try interacting there if you haven't yet and maybe you'll get the las piece.

Thanks for the walkthrough. I managed to make it through the game without it, though there are enough games I'd never make it through without one. Even figured out the code after a couple times and did not find it frustrating the date was not in "American" format. I'm used to playing puzzle games that might use day-first format or military time for a clock hint to not make a clue too obvious and it actually made more sense in Victorian Europe setting.

Simple, but a nice atmosphere. I like the walking tree animation <3

Hi. This game looks cool, but I am having trouble understanding it. What do the +1, -1 and other (power ups?) do?

This is a fun game. You've thought of a lot of really creative ways to make breaking out of a loop a challenge and did a good job having each level teach the player a new mechanic. I would have had an easier time if the arrow keys were implemented as well, but was still fun to try and get to the one spot I could break through the loop :)

This is a really cool concept. Have not been able to get far yet, but am enjoying fiddling with the tools to find how it works.

Thanks! I'm working on an updated version of this game with some minor edits. I might try reducing the amount of text in the intro, though I can probably only cut so much while still keeping it entertaining and informative.

Thanks! As I discuss in my (rather hurried) devlog, I've struggled with creating jam games that I actually feel are properly finished. In GoedWare jams in particular, I felt only the first of the several games I submitted were finished/did not feel rushed or like they had big chunks of the game not fully implemented. I'm really happy to say that I feel this game actually feels finished to me -- and that a lot of people seem to be enjoying it :)